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Installation and Configuration Guide (pdf) Installation For MaLa, AtomicFE, And GameEx Plug-in Download and run the latest LEDBlinky setup program. Install LEDBlinky into the front-end \plugins folder and select the relevant front-end plug-in from the installation wizard Compentents list. Select any optional components if desired. Done! Note: Depending on the front-end, additional configuration may be required on the front-end settings page to enable LEDBlinky. The LEDBlinky plug-in should not be used in conjunction with any other MaLa, AtomicFE, or GameEx plug-in that controls the supported LED Controllers. If you have installed another LED plug-in, it should be disabled or removed from the \plugins folder. The LEDBlinky plug-in should not be used in conjunction with any native front-end feature that controls the supported LED Controllers. Please disable any MaLa, AtomicFE, or GameEx LED features. Installation For HyperSpin, LaunchBox, Maximus Arcade, Or Any Other Front-End Download and run the latest LEDBlinky setup program. Install LEDBlinky into any folder. Select any optional components if desired. Done! Note: Depending on the front-end, additional configuration may be required on the front-end settings page to enable LEDBlinky. How Do I Get This Thing To Work?
Step 1 The input map defines the relationship between each wired port on your LED controller(s), and the keyboard input code for a button or input codes for other controls (Joysticks, Trackball, etc). It also allows you to assign a Port Label and LED Type to each wired port. The Port Labels serve two purposes, they tie together three ports for RGB LEDs, and they provide an easy reference to the ports from within the other LEDBlinky tools. The LED Type defines LEDs as Single, Red, Green, or Blue.
For example; let's say LED controller ports 1, 2, and 3 are wired to an RGB LED under a button. That button is wired
to the keyboard encoder and assigned to the letter "A". We also have an LED under our TrackBall wired to port 4.
The input map would have four entries: Note: For the Port Labels, you may select from the drop-down list or type any value you wish. The Port Labels are not used in any way when determining which LEDs to illuminate for a game. Note: The input map is not necessary if LEDBlinky will only be used to set the joystick digital restriction (JDR) mode for Ultrastik 360 or 49-Way joysticks.
Step 2
Step 2a
Step 2b
Step 2c
Step 2d Note: Features are only available for front-end's that support these events (Start, Screensaver, Quit); see Stand-Alone Mode. A full description on how to use the Generate LEDBlinky Input Map and Configuration applications is provided in the Installation and Configuration Guide (pdf). Configuring Other Emulators (not MAME)
This is a manual process. Since there is no way for LEDBlinky to know the control-input
mapping (button assignments), or specific controls, or button colors for each emulator or
individual game, you must provide the information manually using the LEDBlinky Controls Editor.
LEDBlinky and the Controls Editor provide a number of features to ease the configuration of emulators and games. Each time you play an unknown game (one for which no unique controls are defined), the Emulator and ROM/Game name is stored. From the Controls Editor import menu, you can display the list of unknown games and select which you wish to import. You can then define the controls. Controls for player 1 can be copied to players 2, 3, and 4. If the controls for one game are similar to another, you can copy the entire ROM/Game. It is not necessary to define the controls for every game - using the Controls Editor you can define a default set of controls for each emulator (or even a default for all emulators). A full description on how to use the Controls Editor is provided in the Installation and Configuration Guide (pdf). Running LEDBlinky In Stand-Alone (Command Line) Mode Any front-end that supports the ability to launch an external application and pass parameters (e.g. Rom name) can use LEDBlinky. The LEDBlinky stand-alone program file is LEDBlinky.exe. If your FE cannot launch an external application prior to starting a game, you can still use LEDBlinky with MAME. From the LEDBlinky configuration app, check the "Use MAME to Trigger the Game Start/Stop Events" option on the "MAME Config" tab. Then launch LEDBlinky with the FE Start parameter (see below) prior to starting your FE. You can even use this option without any FE - just using MAME or any variant that supports MAME output messages. You should only enable the LEDBlinky features for events that your front-end supports. For example, if your front-end can launch LEDBlinky.exe when the front-end first starts, then you can use the "FE Startup Animation" and other Startup options. If your front-end can launch LEDBlinky.exe when it starts and stops a screensaver, then you can use the LEDBlinky screensaver options. The LEDBlinky application can be launched multiple times (once for each event parameter) but only one instance will remain in system memory. LEDBlinky command line syntax:
Front-End Start
Front-End Stop
Game Start
Game Stop
Screensaver Start
Screensaver Stop
List Change
Animation Start
Animation Stop
Load MAME Controller File
Reset Ultrastik 360 (U360)
Set Port(s)
Set Game (Light game controls) |
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